| Jakonen |
| 3 people marked this as a favorite. |
Long ago, the world was once free of blight and full of sweet air. However, for reasons lost to time, The world became blanketed by a life draining miasma. Some creatures adapted, turning into savage monsters.
Others found shelter in the glow of the Crystals. Giant gems that held the miasma at bay. The Crystals held fast for centuries until their glow began to fade. Alchemists and Scholars deduced that dew from the rare Myrrh trees could revitalize the Great Crystals, but only for a single year.
So began the practice of sending adventurers from each town, city, and province protected by the crystals, to collect enough dew from the Myrrh trees to sustain the Great Crystals for another year. They became known as the Crystal Caravans.
You are one of the brave souls charged to keep your town's crystal, and subsequently the town, alive.
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That's the pitch! Still working on the mechanics and such. Let me know your thoughts on the setting, and please share your ideas if any.
| Braingamer |
I have fond memories of playing Crystal Chronicles with my cousins. Sounds like a cool idea.
Are you implementing a Chalice item? Will there be spells that provide protection too?
Carrying the Chalice looks like it is mostly a problem at low levels, but once you can spare some castings of Floating Disk you don't need someone lugging it about and dropping it all the time.
Low-level games will certainly have a lot more teamwork needed with a Chalice, that's for sure.
I look forward to seeing what you come up with.
| Jakonen |
| 1 person marked this as a favorite. |
Hammered out a few rough drafts of major things, such as the Crystal Chalice and what exactly Miasma does to the unprotected. Let me know what you think!
The Miasma: All areas not protected my by the barriers produced by the Crystals, are full of an ambient life draining fume. All creatures that have organs, (Unless adapted) are affected by The Miasma. Undead, aberrations, outsiders, and constructs are not affected.
While in Miasma, normal breathing cannot take place and creatures not adapted will begin to suffocate (Normal rules for drowning). In addition, every five rounds spent in Miasma will inflict 1d4+1 Con damage with a successful Fortitude saves for half. The ability score damage cannot be recovered without at least 8 hours of full rest inside a Crystal barrier.
Crystal Chalice: A specially designed container used to carry and preserve Myrrh dew. It comprises of a fragment of the home town’s crystal, a glass bowl to carry the Myrrh dew and a stone stand/handle. The chalice can carry up to one gallon of liquid without overflow. Despite the materials used, the Crystal Chalice is sturdy with a hardness of 8 and 20 hit-points.
The crystal fragment projects a barrier in a 30ft radius dome from. Any creatures inside this area are immune to the effects of Miasma, and are healed 1 hit point per hour spent inside the barrier.
Pocket Crystals: Essentially smaller portable versions of town crystals. Often carried by nomads, brigands and thieves, these crystals create a barrier that negates Miasma in a 10ft radius. Due to the small size and limited power consumption, they only need to be recharged once every five years.
| Jakonen |
Are you going to do racial stats?
In the future, yes. I'm a bit sketchy on race building.
As of right now, I'm assuming that Liltys are re-skinned dwarfs. Might actually make them Small size.
Clavats I figure are baseline humans. And Selkies might be elves.
The Yukes i figure will have to be built from the ground up. Maybe a -2 to charisma because of the helmets. Some spell like abilities may work nicely but I'm not sure what exactly.
| Jakonen |
Miasma, Magicite, and elements.
Miasma is highly magical in nature, as evidenced in by Magicite and the Miasma Streams.
Miasma streams: "Rivers" of dense miasma. These streams are attuned with a concentration of elemental energy. If one's crystal barrier is not attuned to the element the subject will be blown away from the stream with hurricane force winds.
Elemental Fonts: Concentrations of raw elemental energies that allow for Crystal chalices to be attuned to the element. This allows passage through Miasma streams of that element. Also, each element grants passive effects to all inside the barrier.
........Earth: When the element is changed to Earth, the Caravan is protected from the Poison and Petrification status effects. (+5 to relevant saves)
........Wind: If the element is changed to Wind, the party will receive protection from the paralysis. (+5 to relevant saves)
........Fire: The Fire element guards against the burn that is caused from Fire spells and effects. (3 fire energy resistance.)
........Water: When the element of the chalice is Water, then the party will receive protection against frost damage (3 frost resistance).
Magicite: A solidified chunk of element infused miasma. when used as a focus for a spell of the element type, the spell effect receives a free Caster level. (Burning hands caster level 2 becomes level 3.) Each Magicite stone has 10 charges.
>>>>Errata<<<<
The Crystal Chalice is unwieldy and large, and must be carried with both hands. The creature holding the chalice must take a move action to put the chalice down in order act normally.
| Jakonen |
| 1 person marked this as a favorite. |
What happens if they just drop it? Other than spilling the stuff inside of course. Does the barrier end immediately if it's damaged/broken/spilled?
If chalice is dropped, due to its construction, There is a 20% chance that any Myrrh dew that has been collected will spill (exact amount is left to GM). Chalices can be modified to completely prevent spilling however this is expensive, as additions to the chalice may compromise its ability to preserve Myrrh.
Crystal Recharging: The goal of all Crystal Caravans. To revitalize a crystal, you need roughly one gallon of Myrrh dew. Each Myrrh tree can have 1/3 of a gallon of dew harvested at a time. After a myrrh tree has been harvested, it takes two years for enough myrrh dew to accumulate for another harvest.
Recharging Crystals utilizes a ritual seal in front of the Crystal, and a Crystal Chalice filled with Myrrh dew, that also is faceted with a fragment of the parent Crystal.
Once the Chalice is placed one the seal, the Myrrh within is consumed and the crystal is recharged.
The fragment of the Town Crystal seated in the Chalice is tied to the main crystal. If the Main Crystal runs out of power, the Crystal Chalice will continue to produce a barrier for 1d3+1 weeks per harvest of Myrrh dew, before completely powering down.
De-powered and destroyed crystals: If a Pocket crystal, or Chalice Crystal Fragment is destroyed, it will break into 1d6+2 pieces. As long as all the pieces remain within two feet of each other, the barrier will function as normal. If any piece is taken out of this range, The barrier will fail in 1d3 rounds. The barrier will reform if all the crystal pieces are brought back into this range. Broken Crystals will be restored to their original form on the next recharge.
De-powered crystals will cease to produce barriers after 1d4+1 rounds. Any de-powered crystal exposed to Miasma will disintegrate after three rounds.
>>>Optional rules<<<
Drinking Myrrh: left to the truly desperate/selfish. Consuming any amount of Myrrh function as a potion of Heal and Greater Restore. Consuming a full gallon in one day will bestow Mythic status.
Chalice Light: The crystal will produce increasing amounts of light, relative to how much Myrrh dew is in the chalice. As a candle with no Myrrh dew, As a torch with 1/3 full, as sunrod at 2/3 full, as Daylight spell at full.
| Jakonen |
The Four Clans.
Group Picture. From left to right, Clavat, Lilty, Yuke, and Selkie
Clavat:
Treat as human.
Small humanoid
Speed: 30ft
+4 Str
-2 Cha
-2 Dex
Race abilities:
Defensive Training, Greater (Ex): +2 Dodge bonus to AC
Craftsman (Ex): +2 to Craft/Profession check stone or metal working
Stubborn (Ex): +2 Save vs Charm and Compulsion. If check fails, reroll save 1 round later to end effect prematurely.
Weapon Familiarity: Automatically Proficient with Halberds and Lucerne hammers.
Medium humanoid
Speed: 30ft
+2 Int and Wis
-2 Str
Race Abilities:
Low Light Vision: Normal vision in dim light.
Arcane Focus: +2 Racial bonus to concentration checks to cast arcane spells defensively
Enclave Protector (Ex): +1 caster level to Abjuration spells.
Spell Like Abilities: 1/day= Faerie fire, Sanctuary, Obscure object, Invisibility.
Mist Child (Ex) +5% miss chance when affected by concealment.
Vestigial Wings (Ex): +4 to fly checks.
Medium Humanoid
Speed: 30ft
+2 Con and Dex
-2 Wis
Race Abilities:
Jumper (Ex): Always considered having a running start for Acrobatics checks for jump
Mountain-Born (Ex): +2 save vs Altitude sickness/fatigue, +2 on Acrobatics checks for narrow ledges.
Nimble Faller (Ex): Always land on feet when falling, even from lethal heights. +1 CMD against trips.
Scavanger (Ex): +2 Perception and Appraise to find hidden objects (Including secret doors), Determine if food is spoiled, or identify a potion by taste.
Stalker (Ex): Perception and Stealth are always class skills.
This is my first time making races, so please critique honestly.
| Jakonen |
Lilty Alternate
Small humanoid
Speed: 30ft
+2 Str
+2 Con
Race abilities:
Defensive Training, Greater (Ex): +2 Dodge bonus to AC
Craftsman (Ex): +2 to Craft/Profession check stone or metal working
Stubborn (Ex): +2 Save vs Charm and Compulsion. If check fails, reroll save 1 round later to end effect prematurely.
Weapon Familiarity: Automatically Proficient with Halberds and Lucerne hammers.
I'm using the advanced race, creation system. The stat option, used in this version and the previous cost the same amount of Racial Points.
Lilty Orthos Suggested
+2 Str
+2 Con
-2 Cha
-2 Dex
Race abilities:
Defensive Training, Greater (Ex): +2 Dodge bonus to AC
Craftsman (Ex): +2 to Craft/Profession check stone or metal working
Stubborn (Ex): +2 Save vs Charm and Compulsion. If check fails, reroll save 1 round later to end effect prematurely.
Weapon Familiarity: Automatically Proficient with Halberds and Lucerne hammers.